Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | zebez's Addon Compilation 1.4.3This is a compilation of various other addons and my own stuff.
It's mostly for myself so it's not very polished or tested much. -Transparent talent/skill bar Included addons: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Mex's Start in Last Hope 1.0.0Changes your starting zone to Last Hope. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Prismatic Golem |
| Class | Sun Paladin |
| Level / Exp | 50 / 1604% |
| Size | medium |
| Lifes / Deaths | Killed by Argoniel at level 50 on the 58th Haze 125th year of Ascendancy at 20:24 4 / 3Killed by Elandar at level 50 on the 58th Haze 125th year of Ascendancy at 23:04 Killed by Atamathon the Giant Golem at level 50 on the 71st Haze 125th year of Ascendancy at 04:57 |
Primary Stats
| Strength | 103 (base 62) |
| Dexterity | 110 (base 60) |
| Constitution | 41 (base 9) |
| Magic | 100 (base 66) |
| Willpower | 33 (base 12) |
| Cunning | 80 (base 36) |
Resources
| Life | 1580/1580 |
| Mana | 573/573 |
| Stamina | 274/274 |
| Positive | 127/127 |
| Healing Factor | 2.03 |
| Regeneration | 10.013435204316 |
Speed
| Mental | 0% |
| Attack | +10% |
| Movement | -2.0428103653103E-12% |
| Spell | +10.00000000001% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 5 |
| See Stealth | 18 |
| See Invisible | 15 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 161 |
| Accuracy | 81 |
| Crit Chance | 89% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 60.25 |
| Crit Chance | 58% |
| Speed | 0.90909090909083 |
Offense: Mind
| Mindpower | 38.55 |
| Crit Chance | 46% |
| Speed | 0.90909090909091 |
Offense: Damage Bonus
| All | +19% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 111.24 (94.629213483146%) |
| Defense | 80.6 |
| Ranged Defense | 90 |
| Fatigue | 38 |
| Physical Save | 84.706366485768 |
| Spell Save | 58.225 |
| Mental Save | 52.558333333333 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 65% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 457.85 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 600 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 164 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 339.63 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 48. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Sun | 1.50 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Celestial / Glory | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Celestial / Light | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Hymns | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield of Light |
| talent | Chant of Fortress |
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Hymn of Perseverance |
| talent | Radiant Soul |
| talent | Precise Strikes |
| talent | Retribution |
| talent | Second Life |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Hymns (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant Acolyte (+1 level(s)). | done |
You failed to protect the repented thief from death by skeleton warrior. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Aeralaith the ghoulking. Escort: temporal explorer (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 655. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of voratun boots 'Swampsteel' (50 def, 5 armour) pair of voratun boots 'Swampsteel' (50 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +50 (+10 eff.) Fatigue: -6% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 20 nature Changes resistances: +3% nature / +3% temporal Changes resistances penetration: +5% nature Maximum encumbrance: +44 Physical save: +12 (+2 eff.) It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 35% chance to completely evade them and granting you 29 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Crystal-imbued Gem | bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| Light source | SavesYo SavesYoPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +4 Defense: +18 (+4 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 12 light / 30 fire Changes resistances: +10% fire / +13% light / +4% physical Changes damage: +15% darkness Damage affinity(heal): +5% darkness Physical save: +48 (+10 eff.) Spell save: +19 (+5 eff.) Mental save: +34 (+10 eff.) Light radius: +4 Infravision radius: +5 See stealth: +18 See invisible: +15 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 249.43 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Lucky Boy (0 def, 5 armour) Lucky Boy (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +9 Str / +10 Dex / +17 Lck Changes resistances: +20% light / +20% darkness Changes resistances penetration: +10% arcane Changes damage: +3% mind Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +7% Mindpower: +2 (+1 eff.) Mental crit. chance: +13% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | brawler's voratun gauntlets of dispersion (0 def, 3 armour) brawler's voratun gauntlets of dispersion (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +4 Str / +4 Dex / +6 Mag / +7 Wil / +4 Cun Changes resistances: +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
| On fingers | voratun ring 'Ragizilarand' voratun ring 'Ragizilarand'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +8 Dex / +6 Mag / +5 Wil / +8 Cun Changes resistances: +9% cold / +13% temporal Changes damage: +13% temporal Physical save: +3 (+1 eff.) Confusion immunity: +15% Spellpower: +11 (+3 eff.) Rings can have magical properties. |
| On fingers | Radiancetorrent RadiancetorrentPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes stats: +8 Cun Changes resistances: +23% acid / +3% light / +26% fire / +21% cold / +16% lightning Changes damage: +3% light Life regen: +1.90 Maximum life: +85.00 Healing mod.: +23% Rings can have magical properties. |
| Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Damage when hit (Melee): 100 fire Changes stats: +15 Con Changes resistances: +10% blight Changes damage: +10% all / +20% fire Damage affinity(heal): +15% nature Pinning immunity: +50% Stun/Freeze immunity: +30% Life regen: +2.00 Maximum life: +60.00 Light radius: +2 Healing mod.: +30% Amulets can have magical properties. |
| In main hand | Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. The set is complete. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 light / +15 fire Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +30% light / +10% fire Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) P.Energy each turn: +0.20 Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 515.94 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
| Around waist | Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 4.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 37% chance to completely evade them and granting you 48 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. The set is complete. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+5 eff.) Life regen: +0.25 Light radius: +3 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
| Cloak | Healquarry (12 def, 17 armour) Healquarry (12 def, 17 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +17 Defense: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Mag / +4 Wil Changes resistances: +22% cold / +9% nature / +6% fire Changes damage: +9% nature Physical save: +15 (+3 eff.) Spell save: +24 (+6 eff.) Mental save: +18 (+6 eff.) Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 267.84 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
heroism infusion of the duelist (+21 for 11 turns, die at -814) heroism infusion of the duelist (+21 for 11 turns, die at -814)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 21 for 11 turns. While Heroism is active, you will only die when reaching -814 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
biting gale rune of the titan (123 cold damage; 43 apply power) biting gale rune of the titan (123 cold damage; 43 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 122.81 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 43. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (585 lightning damage) lightning rune of the sneak (585 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 195.16 to 585.48 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Crappycrap CrappycrapInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun Changes resistances: +56% mind Changes damage: +3% mind Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Blindness immunity: +38% Confusion immunity: +86% Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Dawnbile' voratun amulet 'Dawnbile'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes stats: +4 Wil Changes resistances: +37% temporal Pinning immunity: +63% Knockback immunity: +57% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 23 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
painweaver's stralite ring of warding painweaver's stralite ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+3 eff.) Changes resistances: +21% acid / +24% fire / +21% lightning / +19% cold Changes damage: +6% all Spellpower: +12 (+3 eff.) Mindpower: +12 (+4 eff.) Rings can have magical properties. |
savage's stralite ring of tenacity savage's stralite ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +15 (+4 eff.) Disarm immunity: +39% Pinning immunity: +36% Knockback immunity: +31% Maximum life: +36.00 Maximum stamina: +32.00 Rings can have magical properties. |
stralite ring 'Zubowen' stralite ring 'Zubowen'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +16 (+3 eff.) Changes stats: +8 Cun Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +20 (+7 eff.) Maximum psi: +30.00 Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 201.82 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +25% acid / +20% fire / +19% lightning / +30% cold Spellpower: +11 (+3 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Adylevena the voratun battleaxe (56-84 power, 4 apr) Adylevena the voratun battleaxe (56-84 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +28 lightning Burst (radius 2) on crit: +37 ice When wielded/worn: Physical crit. chance: +21.0% Physical power: +19 (+5 eff.) Armour: +19 Changes stats: +2 Cun Changes resistances: +3% temporal Changes resistances penetration: +20% cold Changes damage: +6% mind Mental save: +3 (+1 eff.) Disarm immunity: +15% Stun/Freeze immunity: +15% Mindpower: +4 (+2 eff.) Massive two-handed battleaxes. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
voratun longsword 'Pyrecast' (40.5-56.7 power, 6 apr) voratun longsword 'Pyrecast' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +19 blight Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +30.0% Physical power: +15 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 fire Changes resistances: +3% blight / +6% temporal Changes resistances penetration: +10% temporal Disease immunity: +27% Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Muckpunish (40.5-56.7 power, 17 apr) Muckpunish (40.5-56.7 power, 17 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +33% When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% mind Changes resistances penetration: +11% physical Changes damage: +3% mind / +9% physical One-handed war axes. |
Bokafang the voratun dagger (38.5-50.05 power, 9 apr) Bokafang the voratun dagger (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Fatigue: -4% Damage when hit (Melee): 4 physical Changes stats: +6 Str Changes resistances penetration: +14% acid / +12% physical / +12% cold / +13% fire / +10% arcane / +12% lightning Changes damage: +24% physical Life regen: +1.20 Stamina when hit: +1.00 Maximum stamina: +10.00 Sharp, short and deadly. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Strength 28 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Thunderripper the voratun shield (12 def, 3 armour, 72.5-87 power, 206.5 block) Thunderripper the voratun shield (12 def, 3 armour, 72.5-87 power, 206.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +17 lightning / +12 mind Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +35 light / +30 darkness When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to daze Changes stats: +4 Dex Changes resistances: +13% lightning / +10% light / +12% darkness Changes damage: +6% acid / +21% lightning Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
cosmic voratun shield of crushing (12 def, 3 armour, 70.5-84.6 power, 206 block) cosmic voratun shield of crushing (12 def, 3 armour, 70.5-84.6 power, 206 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 On weapon crit: * smash the target with your shield crippling them Burst (radius 2) on crit: +24 light / +33 darkness When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +11% light / +10% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
impervious voratun shield of earthen fury (12 def, 25 armour, 72.5-87 power, 286 block) impervious voratun shield of earthen fury (12 def, 25 armour, 72.5-87 power, 286 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +286 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +25 Armour Hardiness: +8% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +18% physical Talent granted: +5 Block Physical save: +8 (+2 eff.) Handheld deflection devices. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+7 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Torchbearer (0 def, 5 armour) Torchbearer (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 acid / 20 fire Changes stats: +7 Str / +7 Wil / +19 Con Changes resistances: +6% acid / +13% physical Changes resistances penetration: +10% acid / +5% temporal Physical save: +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 black pearl 4 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +30 (+6 eff.) Changes damage: +10% all When used to imbue an object: Defense: +30 (+6 eff.) Changes damage: +10% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 enormous geode 5 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 tanzanite 8 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% When used to imbue an object: Physical crit. chance: +10.0% Spell crit. chance: +10% Mental crit. chance: +10% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
470 alchemist agate 470 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
56 alchemist bloodstone 56 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Turandil' alchemist's lamp 'Turandil'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +5 Str Changes resistances penetration: +5% physical Blindness immunity: +35% Confusion immunity: +19% Maximum life: +10.00 Maximum stamina: +10.00 Light radius: +8 See stealth: +16 See invisible: +16 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Layilemira the dwarven lantern Layilemira the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 20 blight Changes resistances: +10% temporal / +13% light / +9% cold Changes resistances penetration: +15% arcane Changes damage: +3% blight / +15% darkness / +6% arcane Damage affinity(heal): +5% darkness Light radius: +9 Infravision radius: +5 Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 249.43 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 35.24 cold damage and 36.72 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (88 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Astrolabe AstrolabePowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes damage: +10% darkness Spellpower: +5 (+1 eff.) Infravision radius: +2 A carefully constructed device for measuring and predicting the movements of celestial bodies. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 768.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
iron torque of psychoportation [power 21] (30 cooldown) iron torque of psychoportation [power 21] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to teleport randomly (rad 21), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Dawnwisp [power 201] (6 cooldown) Dawnwisp [power 201] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% light Changes resistances penetration: +20% light / +5% fire Psi each turn: +0.23 It can be used to fire a blast of psionic energies in a range 7 beam dealing 119.60 to 239.19 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Blazeseam [power 5] (17 cooldown) Blazeseam [power 5] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances penetration: +15% fire Damage Shield penetration: +30% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Gleamblur [power 61] (30 cooldown) Gleamblur [power 61] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +5% light / +5% fire Light radius: +3 It can be used to harden the skin for 6 turns increasing armour by 61 and armour hardiness by 50%, putting all charms on cooldown for 30 turns. Natural totems are made by powerful wilders to store nature power. |
Spiderpall the dragonbone totem of healing [power 210] (35 cooldown) Spiderpall the dragonbone totem of healing [power 210] (35 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% darkness / +21% cold Talent granted: +4 Rushing Claws It can be used to heal the target for 210, and remove up to 2 poisons or diseases, putting all charms on cooldown for 35 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Silekira the yew wand of conjuration [power 223] (10 cooldown) Silekira the yew wand of conjuration [power 223] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +1 Cun / +1 Mag Maximum wards: +2 lightning / +3 temporal / +2 blight / +2 fire / +2 cold Talents granted: +1 Ward +3 Strike Maximum pos.energy: +13.00 Light radius: +5 It can be used to fire a bolt of a random element with (base) damage 112 to 223, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Murktouch [power 751] (16 cooldown) Murktouch [power 751] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 15% chance to inflict damage reduction Changes damage: +3% darkness Maximum pos.energy: +12.00 Maximum neg.energy: +10.00 Light radius: +2 Infravision radius: +2 It can be used to fire a bolt of a random element with (base) damage 376 to 751, putting all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Hymnir the Prismatic Golem Sun Paladin level 32
11st Regrowth 124th year of Ascendancy at 15:41 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hymnir the Prismatic Golem Sun Paladin level 47
5th Dusk 125th year of Ascendancy at 09:53 see stats
A living one!
Was teleported into Caldizar's Fortress, far into the void between the stars.By Hymnir the Prismatic Golem Sun Paladin level 50
9th Allure 126th year of Ascendancy at 00:13 see stats
Against all odds
Killed Ukruk in the ambush.By Hymnir the Prismatic Golem Sun Paladin level 32
51st Haze 123rd year of Ascendancy at 04:09 see stats
Arachnophobia
Destroyed the spydric menace.By Hymnir the Prismatic Golem Sun Paladin level 35
36th Pyre 124th year of Ascendancy at 21:49 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Hymnir the Prismatic Golem Sun Paladin level 50
3rd Allure 126th year of Ascendancy at 18:30 see stats
Atamathoned!
Killed the giant golem Atamathon after foolishly reactivating it.By Hymnir the Prismatic Golem Sun Paladin level 50
71st Haze 125th year of Ascendancy at 12:24 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Hymnir the Prismatic Golem Sun Paladin level 43
15th Regrowth 125th year of Ascendancy at 22:17 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Hymnir the Prismatic Golem Sun Paladin level 50
76th Dusk 125th year of Ascendancy at 11:24 see stats
Clone War
Destroyed your own Shade.By Hymnir the Prismatic Golem Sun Paladin level 45
65th Pyre 125th year of Ascendancy at 18:15 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Hymnir the Prismatic Golem Sun Paladin level 16
54th Regrowth 123rd year of Ascendancy at 02:55 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Hymnir the Prismatic Golem Sun Paladin level 48
39th Dusk 125th year of Ascendancy at 19:17 see stats
Destroyer of the creation
Killed Slasul.By Hymnir the Prismatic Golem Sun Paladin level 36
79th Pyre 124th year of Ascendancy at 14:33 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Hymnir the Prismatic Golem Sun Paladin level 33
60th Regrowth 124th year of Ascendancy at 00:03 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Hymnir the Prismatic Golem Sun Paladin level 44
76th Regrowth 125th year of Ascendancy at 05:11 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Hymnir the Prismatic Golem Sun Paladin level 44
76th Regrowth 125th year of Ascendancy at 14:01 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Hymnir the Prismatic Golem Sun Paladin level 22
33rd Dusk 123rd year of Ascendancy at 03:02 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Hymnir the Prismatic Golem Sun Paladin level 50
59th Haze 125th year of Ascendancy at 01:54 see stats
Explorer
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Hymnir the Prismatic Golem Sun Paladin level 50
66th Dusk 125th year of Ascendancy at 11:40 see stats
Exterminator
Killed 1000 creatures.By Hymnir the Prismatic Golem Sun Paladin level 16
61st Regrowth 123rd year of Ascendancy at 07:38 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hymnir the Prismatic Golem Sun Paladin level 27
8th Haze 123rd year of Ascendancy at 15:41 see stats
Fear me not!
Survived the Fearscape!By Hymnir the Prismatic Golem Sun Paladin level 39
29th Haze 124th year of Ascendancy at 22:32 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Hymnir the Prismatic Golem Sun Paladin level 50
25th Haze 125th year of Ascendancy at 17:26 see stats
Flooder
Defeated Ukllmswwik while doing his own quest.By Hymnir the Prismatic Golem Sun Paladin level 36
1st Mirth 124th year of Ascendancy at 04:21 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Hymnir the Prismatic Golem Sun Paladin level 49
43rd Dusk 125th year of Ascendancy at 01:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hymnir the Prismatic Golem Sun Paladin level 26
69th Dusk 123rd year of Ascendancy at 17:20 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Hymnir the Prismatic Golem Sun Paladin level 50
4th Allure 126th year of Ascendancy at 01:32 see stats
Level 10
Got a character to level 10.By Hymnir the Prismatic Golem Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 01:28 see stats
Level 20
Got a character to level 20.By Hymnir the Prismatic Golem Sun Paladin level 20
5th Mirth 123rd year of Ascendancy at 06:14 see stats
Level 30
Got a character to level 30.By Hymnir the Prismatic Golem Sun Paladin level 30
44th Haze 123rd year of Ascendancy at 19:04 see stats
Level 40
Got a character to level 40.By Hymnir the Prismatic Golem Sun Paladin level 40
35th Haze 124th year of Ascendancy at 15:38 see stats
Level 50
Got a character to level 50.By Hymnir the Prismatic Golem Sun Paladin level 50
47th Dusk 125th year of Ascendancy at 11:15 see stats
Lost in translation
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Hymnir the Prismatic Golem Sun Paladin level 7
5th Mirth 122nd year of Ascendancy at 04:57 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Hymnir the Prismatic Golem Sun Paladin level 27
1st Time of Equilibrium 123rd year of Ascendancy at 04:37 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Hymnir the Prismatic Golem Sun Paladin level 41
78th Haze 124th year of Ascendancy at 08:25 see stats
Orcrist
Killed the leaders of the Orc Pride.By Hymnir the Prismatic Golem Sun Paladin level 48
17th Dusk 125th year of Ascendancy at 10:05 see stats
Pest Control
Killed 1000 reproducing vermin.By Hymnir the Prismatic Golem Sun Paladin level 41
79th Haze 124th year of Ascendancy at 02:46 see stats
Portal ender
Fought the two Sorcerers and closed three invocation portals.By Hymnir the Prismatic Golem Sun Paladin level 50
59th Haze 125th year of Ascendancy at 01:51 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Hymnir the Prismatic Golem Sun Paladin level 50
40th Haze 125th year of Ascendancy at 09:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Hymnir the Prismatic Golem Sun Paladin level 10
3rd Flare 122nd year of Ascendancy at 02:34 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hymnir the Prismatic Golem Sun Paladin level 25
56th Dusk 123rd year of Ascendancy at 18:32 see stats
Size is everything
Did over 1500 damage in one attack.By Hymnir the Prismatic Golem Sun Paladin level 47
2nd Dusk 125th year of Ascendancy at 07:33 see stats
Size matters
Did over 600 damage in one attack.By Hymnir the Prismatic Golem Sun Paladin level 27
74th Dusk 123rd year of Ascendancy at 01:34 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Hymnir the Prismatic Golem Sun Paladin level 33
60th Regrowth 124th year of Ascendancy at 08:42 see stats
Slimefest
Have 100 walls on the sludgenest turn into hostile creatures.By Hymnir the Prismatic Golem Sun Paladin level 42
80th Haze 124th year of Ascendancy at 04:08 see stats
The Arena
Unlocked Arena mode.By Hymnir the Prismatic Golem Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 00:26 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Hymnir the Prismatic Golem Sun Paladin level 46
73rd Pyre 125th year of Ascendancy at 06:11 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hymnir the Prismatic Golem Sun Paladin level 18
5th Pyre 123rd year of Ascendancy at 00:33 see stats
The bigger the better!
Did over 3000 damage in one attack.By Hymnir the Prismatic Golem Sun Paladin level 50
71st Haze 125th year of Ascendancy at 04:46 see stats
The secret city
Discovered the truth about mages.By Hymnir the Prismatic Golem Sun Paladin level 13
24th Haze 122nd year of Ascendancy at 21:12 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Hymnir the Prismatic Golem Sun Paladin level 38
63rd Dusk 124th year of Ascendancy at 04:19 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Hymnir the Prismatic Golem Sun Paladin level 18
4th Pyre 123rd year of Ascendancy at 16:40 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Hymnir the Prismatic Golem Sun Paladin level 27
1st Time of Equilibrium 123rd year of Ascendancy at 05:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hymnir the Prismatic Golem Sun Paladin level 20
5th Mirth 123rd year of Ascendancy at 18:23 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Hymnir the Prismatic Golem Sun Paladin level 31
49th Haze 123rd year of Ascendancy at 06:30 see stats
Log
Hymnir is filled with the Sun's fury!
A shield forms around Hymnir.
A shield forms around Pumpkin, the little kitty.
Hymnir receives 115 healing from Hymnir's healing light area effect.
Pumpkin, the little kitty receives 63 healing from Hymnir's healing light area effect.
Hymnir receives 115 healing from Hymnir's healing light area effect.
Pumpkin, the little kitty receives 63 healing from Hymnir's healing light area effect.
Hymnir receives 115 healing from Hymnir's healing light area effect.
Pumpkin, the little kitty receives 63 healing from Hymnir's healing light area effect.
Hymnir's solar fury subsides.
Pumpkin, the little kitty receives 63 healing from Hymnir's healing light area effect.
The shield around Hymnir crumbles.
The shield around Pumpkin, the little kitty crumbles.
Ran for 8 turns (stop reason: interesting terrain).
Hymnir is no longer surging arcane power.
Ran for 2 turns (stop reason: dialog is displayed).
You enter the swirling portal and in the blink of an eye you set foot in an unfamiliar zone, with no trace of the portal...
Hymnir deactivates Radiant Soul.
Hymnir deactivates Hymn of Perseverance.
A shield forms around Hymnir.
Hymnir deactivates Shield of Light.
Hymnir deactivates Chant of Fortress.
Hymnir deactivates Second Life.
Hymnir deactivates Retribution.
Hymnir deactivates Weapon of Wrath.
Hymnir deactivates Precise Strikes.
Hymnir deactivates Weapon of Light.

